	uniform sampler2D currentTexture;
	void main()
	{	
		//gl_FragColor = vec4( texture2D(currentTexture, gl_TexCoord[0].st).rgb, 1.0 );	
		float val = texture2D(currentTexture, gl_TexCoord[0].st).r;
		gl_FragColor = vec4( val, val, val, 1.0 );
		
		//val = (val-0.98)/0.02;
		
		
		
		//if( val >= 0.999 )	
		//	gl_FragColor = vec4( vec3(0.5), 1.0 );
		//else
		//	gl_FragColor = vec4( vec3(1.0), 1.0 );
		

		//gl_FragColor = vec4(1.0);
		//if( val >= 0.05 )	
		//	gl_FragColor = vec4( vec3(0.5), 1.0 );
		//else
		//	gl_FragColor = vec4( vec3(1.0), 1.0 );
		//gl_FragColor = vec4( texture2D(currentTexture, gl_TexCoord[0].st).rgba);
		//gl_FragColor = vec4(gl_TexCoord[0].st,0.0,1.0);
	}